Method and apparatus for simulating game accessories

ABSTRACT

A method and apparatus are disclosed for simultaneously indicating, on each of a plurality of communication terminals, instructions transmitted by each terminal and the identity of the respective terminals that transmitted the instructions. Such a feature can be used to indicate the moves of parties playing a game over a telephone line. Once a communications link is established between two or more parties, their terminals are placed in a game mode which activates inband signal detection and player identification circuitry located within the terminals. Multi-colored indicators and player identification displays at each terminal are activated, their color being dependent upon the source of received instructions. In one embodiment, player identification indicators may be incorporated into a touch tone keypad located on the terminals. The keypad&#39;s touch tone keys are modified such that each key has two or more color coded indicators incorporated within, each color representing a particular player&#39;s move.

REFERENCE TO RELATED PATENT APPLICATION

This application is a continuation of and claims priority benefit ofpending U.S. patent application Ser. No. 11/249,056, filed Oct. 12,2005, which is a continuation of and claims priority benefit of U.S.patent application Ser. No. 09/823,877, filed on 29 Mar. 2001, nowissued as U.S. Pat. No. 7,063,619, all of which are incorporated hereinby reference in their entirety, including all figures, tables, andclaims.

FIELD OF THE INVENTION

The present invention relates to the field of telecommunications as itrelates to remote apparatus for enabling game players present at remotelocations to play a game over a communications link.

DESCRIPTION OF THE RELATED ART

There are numerous known remote game systems in which players, presentat various remote locations, can play a game by communicating codedinformation relating to the state of the game through a commoncommunication network, such as a telephone line.

By way of a first example, in U.S. Pat. No. 4,372,558 entitled “RemoteGaming Apparatus” and issued to Shimamoto et al. on Feb. 8, 1983, eachplayer has a dedicated game apparatus for detecting and displaying theposition of game pieces (i.e., chess pieces). Each dedicated gamingapparatus has communications hardware for transmitting and receivingover the phone system coded information relating to the position of thegame pieces. In this manner, each dedicated gaming apparatus displaysthe current position of the game pieces as effected by both players.

The apparatus disclosed by '558 patent does not identify the players orenable the players to communicate with each other while playing thegame. Further, not only must each player input their game moves, butthey must also manually move game pieces on a game board.

By way of a second example, U.S. Pat. No. 5,186,471 entitled“Interactive Telephone Gaming System” and issued to Vancraeynest on Feb.16, 1993, discloses a gaming apparatus for use with a telephone networkwhich supports standard dual tone multi-frequency (DTMF) signals. One ormore players use a modified telephone station to play a game with anetwork gaming apparatus by receiving a sequence of DTMF tones andreplicating the same sequence DTMF tones by pressing tone keys thatcorrespond to the received sequence of DTMF tones. Each tone key has acorresponding light emitting diode (LED) which illuminates in responseto receiving a corresponding DTMF signal from the network gamingapparatus. The illumination of the LEDs provide visible cues to theplayer at the modified telephone station to assist the player inmatching the auditory pattern of DTMF tones generated by the networkgaming apparatus.

The apparatus disclosed by the '471 patent does not identify players,nor does it enable play or communications between two or more players.

By way of a third example, U.S. Pat. No. 5,273,288 entitled“Communication Terminal Used As A Game Machine” and issued to Teshima etal. on Dec. 28, 1993, discloses a communication terminal for playing agame with an opponent through a telephone line. The communicationterminal comprises a push button type telephone connected parallel tothe communication terminal so that a voice signal of the push buttontype telephone is simultaneously transmitted to the opponent with a PBsignal and a position signal. Accordingly, it is possible to talk withan opponent during game play.

By way of a fourth example, U.S. Pat. No. 6,080,064 entitled “Device ForPlaying Games Via A Communications Network, And A Game System Using ACommunications Network” and issued to Pieterse et al. on Jun. 27, 2000,discloses apparatus using a pointing device such as a joystick or thekeys of a telephone set to generate DTMF pointing signals. Pieterse alsodiscloses using the keys of a telephone set to transmit gameinstructions, such as “Fire”, “Start”, “Stop” and “Hold”.

The apparatus disclosed by the '288 and '064 patents do not clearlyidentify and differentiate between players and their respective gamemoves, nor do they enable the display and identification of eachplayer's moves on a modified keypad located at each of a plurality ofcommunication terminals participating in game play.

Although known remote gaming systems succeed in providing entertainmentto remotely located game players, they pose a problem in that they oftenrequire specialized apparatus, in addition to a telephone that shares atelephone line with the apparatus. Further, it is difficult to identifywho made which move and whose turn it is, especially for a game playedby a plurality of players.

Computer games, played via a server located in a telephone network orover the Internet, normally require the user to subscribe to a serviceand/or pay to play a game. For such games, it is difficult to set up agame with a known opponent. Often, game players are playing alone oragainst a computer. In other cases, players participating in game playdo not know who their opponents are, and thus the personal interactionwith friends and family members is lost. Further, such games do notallow parties having a conversation to spontaneously play a game byplacing their communication devices in a game mode.

It is therefore an object of the present invention to incorporate acompact gaming system into a communication terminal, such that partieshaving a conversation can initiate game play without interfering with anongoing conversation or having to connect additional equipment to theirtelephone lines.

It is a further object of the present invention to display at eachterminal participating in a game, the identities of each player and toidentify each player's game moves in a clear and compact manner.

SUMMARY

In accordance with the principles of the present invention, the aboveand other objectives are realized in an apparatus and method forsimultaneously indicating on each of a plurality of communicationterminals, instructions transmitted by each terminal and the identity ofthe respective terminals that transmitted the instructions. Such afeature can be used to indicate the moves of parties playing a game overa telephone line. Once a party indicates a game move, the party isprohibited from making any additional moves until after the other partymakes a move. The present invention can also be incorporated intowireless telephones (e.g., cellphones), walkie talkies, wireless toysand other types of transceivers.

More particularly, once a communications link (e.g., wired, wireless,etc.) is established between two or more parties, their terminals areplaced in a game mode which activates inband signal detection circuitrylocated within the terminals. Multi-colored indicators (e.g., LEDsand/or LCDs) at each terminal are activated, their color being dependentupon the source of received instructions.

In a first embodiment of the invention to be described hereinafter, thetelephone number of each player is displayed on a corresponding LCD.Additionally, one of a plurality of LEDs next to each LCD is illuminatedin a color representing the player associated with the displayedtelephone number. An LED blinking next to a particular player'sdisplayed telephone number indicates that it is that player's turn togo.

In a second embodiment of the invention to be described hereinafter,player identification indicators may be incorporated into a touch tonekeypad located on the terminals. The keypad's touch tone keys aremodified such that each has two or more color coded LEDs incorporatedwithin, each color representing a particular player's move. Thus,besides providing a means for dialing telephone numbers and transmittingDTMF tones, the touch tone keys can represent a game board and/or gameaccessory when the terminal is placed in a game mode. For example, a 3by 3 matrix formed by touch tone keys numbered 1 through 9 on atouch-tone pad of a communication terminal may be modified to containtwo different colored indicators which light up in accordance with aparticular party's move. The 3 by 3 matrix can be used to playtic-tac-toe over a telephone line. The activation of three LEDs of thesame color in a row, column or diagonal will cause those LEDs to blinkon each terminal, signifying the end of the game. Of course, the gametic-tac-toe is an elementary game, and the invention could be used fornumerous other games (e.g., battleship, checkers, chess, etc.) byexpanding the functionality of the touch-tone pad. Also, the inventioncould be expanded to incorporate games played by more than two players.

In a third embodiment of the invention to be described hereinafter, theindicators are installed on a gaming board which is extended (e.g., aspring loaded gaming board) from the base of the terminal, or insertedinto an auxiliary card slot on the terminal. The color of the indicatorsclearly identify which instructions were sent by each party.

In a fourth embodiment of the invention to be described hereinafter, theindicators may be incorporated into a keypad consisting of one or moreliquid crystal displays (LCDs) or a touch panel which normally displaysthe symbols of a touch tone telephone and, when a game mode isactivated, the symbols change to game status indicators (e.g., gamepieces).

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a speakerphone terminal with its game modedeactivated in accordance with the present invention.

FIG. 2 illustrates a speakerphone terminal with its game mode activatedin accordance with the present invention.

FIG. 3 illustrates a wireless terminal with its game mode activated inaccordance with the present invention.

FIG. 4 illustrates use of a plurality of wireless terminals forspontaneous game playing during an ongoing conversation in accordancewith the present invention.

FIGS. 5A and 5B illustrate auxiliary game cards/modules inserted into anauxiliary card slot of a wireless terminal in accordance with thepresent invention.

FIG. 6 illustrates a terminal comprising a plurality of digital gamingboards, one being extended for play in accordance with the presentinvention.

FIG. 7 illustrates logic used for displaying game player IDs at eachplayer's terminal in accordance with the present invention.

FIGS. 8A and 8B illustrate a method flow chart in accordance with thepresent invention.

FIG. 9 discloses a block diagram of terminal circuitry used inaccordance with the present invention.

FIG. 10 illustrates a keypad configuration used to select and displaygame moves by illuminating multiple color coded LEDs located within keysof the keypad in accordance with the present invention.

FIG. 11 illustrates a keypad configuration comprising a plurality ofLCDs, wherein numbers corresponding to each key on the keypad numbered 1through 9 are displayed prior to activation of the game mode inaccordance with the present invention.

FIG. 12 illustrates a keypad configuration comprising a plurality ofLCDs, wherein game moves corresponding to each key on the keypad aredisplayed during a game initiated after the activation of the game modein accordance with the present invention.

DETAILED DESCRIPTION

The present invention is an apparatus and method for simultaneouslyindicating on each of a plurality of communication terminals, game moveselections transmitted by each terminal and the identity of therespective terminals and/or players that transmitted the game moveselections. Further, the present invention tracks and indicates whoseturn it is to input a game move selection. In the following detaileddescription, numerous specific details are set forth in order to providea thorough understanding of the present invention. However, it will beapparent to one of ordinary skill in the art that these specific detailsneed not be used to practice the present invention. In other instances,well known structures, interfaces, and processes have not been shown indetail in order not to unnecessarily obscure the present invention.

Referring now to FIG. 1, a speakerphone terminal 100 with its game modedeactivated in accordance with the present invention is illustrated.Speakerphone terminal 100 includes a handset 135, an external speakeractivator 150 and an external speaker 155, such that a user can carryout a conversation with another party without having to hold handset135. Speakerphone terminal 100 is capable of placing telephone calls byusing keypad 140 to dial telephone numbers, and is also capable ofreceiving telephone calls in a manner known to one of ordinary skill inthe art. Once a communications link with another party has beenestablished, the user of speakerphone terminal 100 can activate a gamemode at any time. In accordance with the present invention, speakerphoneterminal 100 comprises a game mode activator 105 and game mode statedisplay 110, which are shown in a deactivated (off) state. Further,speakerphone terminal 100 includes player identification displays 115and 120, and game player key identifier 125. The player identificationdisplays 115 and 120 comprise LCDs. The game player key identifier 125comprises a plurality of color coded LEDs. When speakerphone terminal100 is first installed at a particular location, the telephone number tobe associated with speakerphone terminal 100 is permanently stored inmemory by the user until the number is changed (e.g., due torelocation). Memory storage key 130 is activated to enable storage ofthe terminal's telephone number. Some or all of the keys in keypad 140contain game move indicators 145 consisting of a plurality of colorcoded LEDs. When the game mode is off, displays 115 and 120 aredeactivated, as well as the game player key identifiers 125 and all gamemove indicators. The game playing circuitry of the present invention maybe powered by a battery within speakerphone terminal 100, an externalpower source (e.g., AC power), or powered from the telephone line.Because not all established calls will be for the purpose of playinggames, the game mode feature has been incorporated as a way ofconserving power.

Referring now to FIG. 2, a speakerphone terminal 200 with its game modeactivated in accordance with the present invention is illustrated.Speakerphone terminal 200 comprises a game mode activator 205 and gamemode state display 210, which are shown in an activated (on) state.Speakerphone terminal 200 includes player identification displays 215and 220 which contain game player telephone numbers and game player keyidentifier 225. After a communications link with another terminal isestablished, the user of speakerphone terminal 200 depresses game modeactivator 205. Assuming that the other party of the communications linkhas similar gaming apparatus, the game mode of the other party'sterminal may be activated in response to an inband signal transmitted inresponse to depressing activator 205, or both player's may both activatetheir game modes. One player is identified as “Player 1”, telephonenumber 2037302230 and assigned a first color (e.g., red) by game playerkey identifier 225. The other player is identified as “Player 2”,telephone number 6312263416 and assigned a second color (e.g., blue).Telephone numbers could be automatically translated into player names byscanning a translation database, if such a feature was desired by adesigner of the terminal. As an optional embodiment, one or more specialfeature buttons 235 can be depressed to change (swap) player, coloridentifiers and to override player move authorizations regarding whichplayer goes first. Once the game mode is activated, one of the player'sis authorized to make the first game move as indicated by which coloredLED of the game player key identifier 225 is sequentially turning on andoff (e.g., blinking). The authorized player then inputs a game move bydepressing one or more keys on the player's terminal keypad. As shown,the results of a completed game of tic-tac-toe are displayed on eachterminal user's keypad. Note that player 1 won because keys 1, 5 and 9were selected, thus completing a diagonal on a three by three matrix(keypad keys 1 through 9). The winner may be indicated by causing thethree illuminated LEDs on the diagonal to blink on and off.

Referring now to FIG. 3, a cellular (wireless) telephone is illustratedin accordance with the present invention. In this configuration, theidentities of the players, their associated telephone numbers and theirassigned colors are conveyed on a single display.

Referring now to FIG. 4, wireless communication between two players isillustrated in accordance with the invention. The features affordcompact and portable game playing features. For example, Scott calls his10 year old son Bobby and informs Bobby that he will have to work late.Both Scott and Bobby are equipped with a wireless communication terminalin accordance with the present invention. During their conversation,Scott asks Bobby, “would you like to play a game of tic-tac-toe?” Bobbyagrees. Scott and/or Bobby energize a “game mode” button on theirdevices. Before doing so, the devices performed as standard cellphones.Upon activating the game mode, an LCD displays the telephone numbers ofScott (player 1) and Bobby (player 2) and assigns colors (identifiers)used to differentiate between each player (e.g., red for Scott and bluefor Bobby). The flashing of a red colored LED next to Scott's telephonenumber on each device indicates that it is Scott's turn to go first.Scott enters a game move by depressing one or more push buttons on histerminal. Thus he conveys one or more instructions to both terminals.The instructions are processed in each of Scott's and Bobby's devices bypre-programmed microprocessors (e.g., CPUs) which control all functionsof each terminal's game mode. Scott and Bobby continue playing the gameby taking turns inputting game moves (instructions) until the game ends.

Referring now to FIGS. 5A and 5B, auxiliary game cards/modules can beinserted into a wireless communication terminal in accordance with thepresent invention. Auxiliary game cards provide additional software,features and functions that go beyond the capabilities of the basecommunication terminal.

Referring now to FIG. 6, a terminal containing multiple game boardsinserted into its base is illustrated in accordance with the presentinvention. The game boards can be pulled out as desired, or they can bespring loaded and pop out when a button on the game is depressed. Ribboncable can be used to connect the circuitry from the individual gameboards to the terminal Each of these game boards provide specializedsoftware and functions to play a particular game.

Referring now to FIG. 7, the logic for displaying player IDs at eachplayer's terminal is illustrated. Each terminal contains three memorylocations dedicated to storing the telephone number of the user'sterminal (memory storage location #1), the dialed telephone number(memory storage location #2) and the caller ID of another player'sterminal (memory storage location #3). If a player originates acommunications link to another player (placed an outgoing call), thetelephone numbers in memory storage locations #1 and #2 are promptlydisplayed on each terminal once a game mode is activated. If a playerreceives a call, the telephone numbers in memory storage locations #1and #3 are promptly displayed on each terminal once a game mode isactivated.

Referring now to FIG. 8A, a flow chart of a method implemented by thepresent invention is illustrated. The method is initiated at step 805.When a terminal incorporating the features of the present invention isfirst used, the user is instructed to store the terminal's telephonenumber in a first memory location within the terminal (step 810). Aslong as the terminal's telephone number remains unchanged, the firstmemory location retains the telephone number. The terminal operates as acomplete communications device, whether it be a cellular phone, aspeakerphone, a telephone or a computer. When a communication isestablished over a common communications link (wired or wireless) withanother terminal, a determination is made as to whether the terminalinitiated the communication (e.g., such as by placing an outgoingtelephone call) or received the communication (such as by receiving anincoming telephone call) (step 815). If it is determined that thecommunication was initiated by the terminal, the address used toinitiate the communication (e.g., dialed number) is stored in a secondmemory location (step 820). If it is determined that the communicationwas initiated by a different terminal, the address of the differentterminal is determined (e.g., such as by using caller ID or manuallyinputting identifying information) and stored in a third memory location(step 825). Other terminals connected to the communications link do notneed to incorporate the features of the present invention in order tocarry out communication between the terminals. However, if the terminalsincorporate the features of the present invention, the users of theterminals may spontaneously decide to play a game at any time during anongoing conversation by having one or more of the users activate a “GameMode” option on their terminals (step 830). Upon such activation, theaddresses of terminals communicating over the communications link arepromptly displayed on each terminal (step 835). The terminals may beprogrammed to always designate the original calling (initiating) partyas “Player 1” and designate the called (receiving) party as “Player 2”.Identifiers are then defined for each terminal by assigning a color torepresent their upcoming game move selections, and to differentiatebetween the different players' moves (step 840).

Referring now to FIG. 8B, a colored LED is illuminated next to Player1's telephone number, and a second colored LED is illuminated next toPlayer 2's telephone number on each player's terminal (step 845). Adetermination is then made as to which player goes first (step 850).Such a determination can be based upon which player placed the call(Player 1 would go first), or by providing an input means for selectingwhich player goes first. Upon determining which player goes first, oneof the illuminated LEDs (player identifiers) on each terminal flashesnext to the Player's ID in response to a “turn flash” instruction (step855). It would then be Player 1's turn to input a game move selection onhis or her terminal. Upon Player 1's input, an instruction indicating agame move selection is received at both terminals (step 860). Uponreceipt of the instruction, the flashing LED ceases to flash and adetermination is made as to which terminal sent the instruction (step865). Then Player 1's move is represented by illuminating a color codedLED corresponding to the move on a game board incorporated at eachplayer's terminal (step 870). A determination is then made as to whetherthe game is over (e.g., did a player win?) (step 875). If it isdetermined that the game is not over, a determination is made as towhich player is to make the next move (step 880). Upon suchdetermination, again one of the illuminated LEDs on each terminalflashes next to the next Player's ID in response to another “turn flash”instruction (back to step 885). The game proceeds in such a fashionuntil it is determined that the game is over (step 875). An indicationof the winner is conveyed on both terminals (step 890). The game thenends (step 895).

FIG. 9 illustrates terminal circuitry used to implement the presentinvention. Upon initial use of the terminal, the user is instructed toinput the terminal's address (e.g., telephone number) on keypad 970. Viapath 965, the address is received by CPU 945 and permanently stored in afirst memory location 950. When a communication is initiated by theuser, the user inputs a called terminal's address on keypad 970. Viapath 965, the address is received by CPU 945 and temporarily stored in asecond memory location 955. The call is placed by instruction signalgenerator/dialer circuit 988 which receives dialing instructions fromCPU 945 via path 982. A communication is then established over commoncommunications link 990 with another terminal. When a communication isreceived from a different terminal via communications link 990, theaddress of the other terminal is processed by caller ID circuit 992,forwarded to CPU 945 via path 994 and temporarily stored in third memorylocation 960. During an ongoing conversation, one of the users mayactivate a “Game Mode” option on their terminals which causes game modeactivation circuit 935 to instruct CPU 965 via path 940 to activatePlayer 1 and Player 2 ID displays 905 and 910 via path 920, and tochange game mode display 915 to visually indicate that the game mode isactivated. Upon such activation, the addresses of terminalscommunicating over the communications link are retrieved from memories950, 955 and/or 960 and are promptly displayed. Additionally, colorcoded player ID key and turn indicator circuit 925 is activated by CPU945 via path 930, which illuminates a first colored LED next to Player1's address and a second colored LED next to Player 2's address on eachplayer's terminal. One of the illuminated LEDs (player identifiers) oneach terminal flashes next to the Player's ID in response to a “turnflash” instruction generated by CPU 945. All game move signals receivedfrom another terminal are received over communications link 990 and areprocessed by instruction signal receiver/decoder circuit 986 andforwarded to CPU 945 via path 984. The CPU 945 keeps track of whetherthe terminal within which the CPU 945 resides sent a game move, orwhether an external terminal sent a game move. The instruction signalreceiver/decoder circuit is controlled by CPU 945 such that it onlyprocesses signals received from outside the terminal. CPU outputs gamemoves via path 980 to game status display circuit 975, and to keypad 970if the game moves are to be displayed on the keys of keypad 970.

Referring to FIG. 10, a keypad layout in accordance with the presentinvention is illustrated. Each key position numbered 1 through 9 cancontain up to four different colored LEDs. Only one LED in each key canbe illuminated at a time.

Referring to FIG. 11, another embodiment of a keypad layout inaccordance with the present invention is illustrated. Each key positionnumbered 1 through 9 can contain an LCD which displays the number of thekey when the game mode is off.

Referring to FIG. 12, the key displays shown in FIG. 11 go blank whenthe game mode is activated, and as a game progresses, game pieces aredisplayed on the keys. In the case of tic-tac-toe, X's and O's aredisplayed in accordance with the players inputs.

It should be noted that the method and apparatus described herein hasbeen illustrated as supporting communications and game play between onlytwo game players. However, it is understood that the invention can bedimensioned to concurrently support more than two players.

An apparatus and method for simultaneously indicating on each of aplurality of communication terminals, instructions transmitted by eachterminal and the identity of the respective terminals that transmittedthe instructions is described herein. These specific arrangements andmethods described herein are merely illustrative of the principles ofthe present invention. Numerous modifications in form and detail may bemade by those of ordinary skill in the art without departing from thespirit and scope of the present invention. Although this invention hasbeen shown in relation to a particular embodiment, it should not beconsidered so limited. Rather, the present invention is limited only bythe scope of the appended claims.

1. A method comprising: activating, by a communication device, a gamemode to play a game with a remote terminal over a communication linkestablished between the communication device and the remote terminal;determining, by the communication device, player identifiers for thecommunication device and the remote terminal in response to activatingthe game mode; and annunciating, by the communication device, moves withthe player identifiers for the communication device and the remoteterminal.
 2. The method of claim 1, further comprising: receiving, bythe communication device, instructions corresponding to the moves in thegame from the remote terminal over the communication link; andannunciating, by the communication device, the moves with the playeridentifiers for the communication device and the remote terminal inresponse to receiving the instructions corresponding to the moves in thegame.
 3. The method of claim 1, further comprising: receiving, by thecommunication device, instructions corresponding to the moves in thegame through a user interface of the communication device; andannunciating, by the communication device, the moves with the playeridentifiers for the communication device and the remote terminal inresponse to receiving the instructions corresponding to the moves in thegame.
 4. The method of claim 1, further comprising: determining, by thecommunication device, which of the communication device or the remoteterminal is authorized to send instructions corresponding to a next movein the game; and displaying, by the communication device, an indicatorof the communication device or the remote terminal that is authorized tosend instructions corresponding to the next move in the game.
 5. Themethod of claim 4, further comprising: receiving, by the communicationdevice, instructions corresponding to the next move in the game; andannunciating, by the communication device, the next move in the gamewhen the instructions are received from the communication device or theremote terminal that is authorized to send instructions corresponding tothe next move in the game.
 6. The method of claim 1, further comprisingestablishing, by the communication device, the communications link withthe remote terminal.
 7. The method of claim 6, wherein the playeridentifiers for the communication device and the remote terminalcorrespond to colored lights.
 8. A device comprising: a networkinterface configured to communicate with a remote terminal through acommunication link established between the device and the remoteterminal; a processing device configured to activate a game mode to playa game with the remote terminal over the communication link and todetermine player identifiers for the device and the remote terminal; anda user interface configured to annunciate moves in the game with theplayer identifiers for the device and the remote terminal.
 9. The deviceof claim 8, wherein the network interface is configured to receiveinstructions corresponding to the moves in the game from the remoteterminal over the communication link, wherein the user interface isconfigured to annunciate at least one of the moves in the game inresponse to the received instructions.
 10. The device of claim 8,wherein the user interface is configured to receive instructionscorresponding to the moves in the game and to annunciate at least one ofthe moves in the game in response to the received instructions.
 11. Thedevice of claim 8, wherein the user interface is configured to receive aphone number of the remote terminal, and wherein the processing deviceis configured to initiate establishment of the communication link withremote device through the network interface in response to the receptionof the phone number of the remote terminal.
 12. The device of claim 8,wherein the processing device is configured to determine an authorizedplayer to provide instructions for a first move in the game based onwhether the processing device or the remote terminal initiatedestablishment of the communication link.
 13. The device of claim 12,wherein the user interface is configured to display an indicator of theauthorized player to provide instructions corresponding to the firstmove in the game, to receive instructions corresponding to the firstmove in the game, and to annunciate the first move in the game inresponse to the instructions corresponding to the first move.
 14. Anapparatus comprising a computer readable memory device storinginstructions configured to cause a processing device to performoperations comprising: activating a game mode to play a game with aremote terminal over a communication link established between theprocessing device and the remote terminal; determining playeridentifiers to differentiate the processing device and the remoteterminal; and prompting presentation of moves in the game with theplayer identifiers for the processing device and the remote terminal.15. The apparatus of claim 14, wherein the instructions are configuredto cause the processing device to perform operations further comprising:receiving, from the remote terminal over the communication link, moveinstructions corresponding to the moves in the game; and promptingpresentation of the moves in the game with the player identifiers forthe processing device and the remote terminal in response to the moveinstructions.
 16. The apparatus of claim 14, wherein the instructionsare configured to cause the processing device to perform operationsfurther comprising: receiving move instructions corresponding to themoves in the game from a user interface; and prompting presentation ofthe moves in the game with the player identifiers for the processingdevice and the remote terminal in response to the move instructions. 17.The apparatus of claim 14, wherein the instructions are configured tocause the processing device to perform operations further comprising:determining whether the processing device or the remote terminal isauthorized to send move instructions corresponding to a next move in thegame; and prompting presentation of an indicator of the processingdevice or the remote terminal that is authorized to send moveinstructions corresponding to the next move in the game.
 18. Theapparatus of claim 17, wherein the instructions are configured to causethe processing device to perform operations further comprising:prompting presentation of the next move in the game when moveinstructions are received from the processing device or the remoteterminal that is authorized to send move instructions corresponding tothe next move in the game.
 19. The apparatus of claim 14, wherein theinstructions are configured to cause the processing device to performoperations further comprising establishing the communication link withthe remote terminal.
 20. The apparatus of claim 19, wherein the playeridentifiers for the processing device and the remote terminal correspondto colored lights.